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Comparing deliantra/server/include/object.h (file contents):
Revision 1.15 by root, Sun Sep 3 00:18:41 2006 UTC vs.
Revision 1.76 by root, Sat Dec 30 21:18:29 2006 UTC

1/*
2 * static char *rcsid_object_h =
3 * "$Id: object.h,v 1.15 2006/09/03 00:18:41 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at crossfire@schmorp.de
27*/ 22*/
28 23
29#ifndef OBJECT_H 24#ifndef OBJECT_H
30#define OBJECT_H 25#define OBJECT_H
26
27#include <bitset>
31 28
32#include "cfperl.h" 29#include "cfperl.h"
33#include "shstr.h" 30#include "shstr.h"
34 31
35typedef uint32 tag_t; 32typedef uint32 tag_t;
36#define NUM_BODY_LOCATIONS 12 33#define NUM_BODY_LOCATIONS 12
37#define BODY_ARMS 1 34#define BODY_ARMS 1
38 35
39/* See common/item.c */ 36/* See common/item.c */
40 37
41typedef struct Body_Locations { 38typedef struct Body_Locations
39{
42 const char *save_name; /* Name used to load/save it to disk */ 40 const char *save_name; /* Name used to load/save it to disk */
43 const char *use_name; /* Name used when describing an item we can use */ 41 const char *use_name; /* Name used when describing an item we can use */
44 const char *nonuse_name; /* Name to describe objects we can't use */ 42 const char *nonuse_name; /* Name to describe objects we can't use */
45} Body_Locations; 43} Body_Locations;
46 44
47extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 45extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
48 46
49/* 47/*
54 * 52 *
55 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 53 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
56 * accessing the list directly. 54 * accessing the list directly.
57 * Exception is if you want to walk this list for some reason. 55 * Exception is if you want to walk this list for some reason.
58 */ 56 */
59struct key_value { 57struct key_value
58{
60 key_value *next; 59 key_value *next;
61 shstr key, value; 60 shstr key, value;
62}; 61};
63 62
63struct UUID
64{
65 uint64 seq;
66
67 UUID () { }
68 UUID (uint64 seq) : seq(seq) { }
69 operator uint64() { return seq; }
70 void operator =(uint64 seq) { this->seq = seq; }
71};
72
73extern void init_uuid ();
74extern UUID gen_uuid ();
75extern const uint64 UUID_SKIP;
64 76
65/* Definition for WILL_APPLY values. Replaces having harcoded values 77/* Definition for WILL_APPLY values. Replaces having harcoded values
66 * sprinkled in the code. Note that some of these also replace fields 78 * sprinkled in the code. Note that some of these also replace fields
67 * that were in the can_apply area. What is the point of having both 79 * that were in the can_apply area. What is the point of having both
68 * can_apply and will_apply? 80 * can_apply and will_apply?
69 */ 81 */
70#define WILL_APPLY_HANDLE 0x1 82#define WILL_APPLY_HANDLE 0x01
71#define WILL_APPLY_TREASURE 0x2 83#define WILL_APPLY_TREASURE 0x02
72#define WILL_APPLY_EARTHWALL 0x4 84#define WILL_APPLY_EARTHWALL 0x04
73#define WILL_APPLY_DOOR 0x8 85#define WILL_APPLY_DOOR 0x08
74#define WILL_APPLY_FOOD 0x10 86#define WILL_APPLY_FOOD 0x10
75
76 87
77/* However, if you're keeping a pointer of some sort, you probably 88/* However, if you're keeping a pointer of some sort, you probably
78 * don't just want it copied, so you'll need to add to common/object.C, 89 * don't just want it copied, so you'll need to add to common/object.C,
79 * e.g. copy_object. 90 * e.g. ->copy_to ()
80 */ 91 */
81 92
93INTERFACE_CLASS (object)
94// these are being copied
82struct object_simple : attachable<object> { 95struct object_copy : attachable
83 tag_t count; /* Unique object number for this object */ 96{
84 uint16 refcount; /* How many objects points to this object */ 97 typedef bitset<NUM_FLAGS> flags_t;
85 98
86 /* These variables are not changed by copy_object() */ 99 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
87 struct pl *contr; /* Pointer to the player which control this object */ 100 sint8 ACC (RW, direction); /* Means the object is moving that way. */
88 struct object *next; /* Pointer to the next object in the free/used list */ 101 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
89 struct object *prev; /* Pointer to the previous object in the free/used list*/ 102 shstr ACC (RW, name); /* The name of the object, obviously... */
90 struct object *active_next; /* Next & previous object in the 'active' */ 103 shstr ACC (RW, name_pl); /* The plural name of the object */
91 struct object *active_prev; /* List. This is used in process_events */ 104 shstr ACC (RW, title); /* Of foo, etc */
92 /* so that the entire object list does not */ 105 shstr ACC (RW, race); /* human, goblin, dragon, etc */
93 /* need to be gone through. */ 106 shstr ACC (RW, slaying); /* Which race to do double damage to */
94 struct object *below; /* Pointer to the object stacked below this one */ 107 /* If this is an exit, this is the filename */
95 struct object *above; /* Pointer to the object stacked above this one */ 108 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
96 /* Note: stacked in the *same* environment*/ 109 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
97 struct object *inv; /* Pointer to the first object in the inventory */ 110 shstr ACC (RW, lore); /* Obscure information about this object, */
98 struct object *container; /* Current container being used. I think this 111 /* To get put into books and the like. */
99 * is only used by the player right now. 112 shstr ACC (RW, materialname); /* specific material name */
100 */ 113 shstr ACC (RW, custom_name); /* Custom name assigned by player */
101 struct object *env; /* Pointer to the object which is the environment. 114 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
102 * This is typically the container that the object is in. 115 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
103 */ 116 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
104 struct object *more; /* Pointer to the rest of a large body of objects */ 117 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
105 struct object *head; /* Points to the main object of a large body */ 118 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
106 struct mapstruct *map; /* Pointer to the map in which this object is present */ 119 object_ptr ACC (RW, spell); /* Spell that was being cast */
120 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
121 arch_ptr ACC (RW, arch); /* Pointer to archetype */
122 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
123
124 New_Face *ACC (RW, face); /* Face with colors */
125 float ACC (RW, speed); /* The overall speed of this object */
126 float ACC (RW, speed_left); /* How much speed is left to spend this round */
127 uint32 ACC (RW, nrof); /* How many of the objects */
128
129 /* This next big block are basically used for monsters and equipment */
130 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
131 uint8 ACC (RW, subtype); /* subtype of object */
132 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
133 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
137 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
138 uint16 ACC (RW, material); /* What materials this object consist of */
139 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
140 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
141 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
142 /* Note that the last_.. values are sometimes used for non obvious
143 * meanings by some objects, eg, sp penalty, permanent exp.
144 */
145 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
146 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
147 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
148 sint16 ACC (RW, last_eat); /* How long since we last ate */
149 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
150 sint16 ACC (RW, level); /* Level of creature or object */
151 uint8 ACC (RW, pick_up); /* See crossfire.doc */
152 sint8 ACC (RW, item_power); /* power rating of the object */
153 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
154 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
155 sint32 ACC (RW, weight); /* Attributes of the object */
156 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
157 sint32 ACC (RW, carrying); /* How much weight this object contains */
158 sint64 ACC (RW, perm_exp); /* Permanent exp */
159 uint32 ACC (RW, weapontype); /* type of weapon */
160 uint32 ACC (RW, tooltype); /* type of tool or build facility */
161 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
162 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
163 living ACC (RO, stats); /* Str, Con, Dex, etc */
164 /* See the pod/objects.pod for more info about body locations */
165
166 /* Following mostly refers to fields only used for monsters */
167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
168
169 /* allows different movement patterns for attackers */
170 sint32 ACC (RW, move_status); /* What stage in attack mode */
171 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
172 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
173 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
174 /* races/classes can need less/more exp to gain levels */
175
176 /* Spell related information, may be useful elsewhere
177 * Note that other fields are used - these files are basically
178 * only used in spells.
179 */
180 sint16 ACC (RW, duration); /* How long the spell lasts */
181 sint16 ACC (RW, casting_time);/* time left before spell goes off */
182 uint16 ACC (RW, start_holding);
183 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
184 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
185 sint8 ACC (RW, range); /* Range of the spell */
186 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
187
188 MoveType ACC (RW, move_type); /* Type of movement this object uses */
189 MoveType ACC (RW, move_block);/* What movement types this blocks */
190 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
191 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
192 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
193 MoveType ACC (RW, move_slow); /* Movement types this slows down */
194 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
195
196 char *ACC (RW, spellarg);
197
198 /* Following are values used by any object */
199 /* this objects turns into or what this object creates */
200 treasurelist *ACC (RW, randomitems); /* Items to be generated */
201 key_value *key_values; /* Fields not explictly known by the loader. */
202 flags_t flag; /* various flags */
203#if FOR_PERL
204 bool ACC (RW, flag[NUM_FLAGS]);
205#endif
206 uint16 ACC (RW, animation_id);/* An index into the animation array */
207 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
208 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
209 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
210 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
211 uint8 ACC (RW, will_apply); /* See crossfire.doc */
107}; 212};
108 213
109struct object_special { 214struct object : zero_initialised, object_copy
110 /* These get an extra add_refcount(), after having been copied by memcpy(). 215{
111 * All fields beow this point are automatically copied by memcpy. If 216 typedef unordered_vector<object *> vector;
112 * adding something that needs a refcount updated, make sure you modify 217
113 * copy_object to do so. Everything below here also gets cleared 218 // These variables are not changed by ->copy_to
114 * by clear_object() 219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
220
221 tag_t ACC (RW, count); /* Generation count for this object */
222 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
223
224 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
225 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
226 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
227 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
228 object *ACC (RW, active_prev);/* List. This is used in process_events */
229 /* so that the entire object list does not */
230 /* need to be gone through. */
231 object *ACC (RW, below); /* Pointer to the object stacked below this one */
232 object *ACC (RW, above); /* Pointer to the object stacked above this one */
233 /* Note: stacked in the *same* environment */
234 object *inv; /* Pointer to the first object in the inventory */
235 object *ACC (RW, container); /* Current container being used. I think this
236 * is only used by the player right now.
237 */
238 object *ACC (RW, env); /* Pointer to the object which is the environment.
239 * This is typically the container that the object is in.
240 */
241 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
242 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
243 client_container *seen_by; // seen by which player/container currently?
244
245 static vector active; // active objects, not yet used
246 static vector objects; // not used yet, use first->next->...
247 static object *first; // will be replaced by "objects"
248
249 MTH static object *create ();
250 MTH void copy_to (object *dst);
251 MTH object *clone (); // create + copy_to
252 void do_destroy ();
253 void gather_callbacks (AV *&callbacks, event_type event) const;
254 MTH void destroy (bool destroy_inventory = false);
255
256 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
257 MTH void destroy_inv (bool drop_to_ground = false);
258 MTH void remove ();
259 MTH object *insert (object *item); // insert into inventory
260
261 static bool can_merge_slow (object *op1, object *op2);
262
263 // this is often used in time-critical code, so optimise
264 MTH static bool can_merge (object *op1, object *op2)
265 {
266 return op1->value == op2->value
267 && op1->name == op2->name
268 && can_merge_slow (op1, op2);
269 }
270
271 MTH void set_owner (object *owner);
272 MTH void set_speed (float speed);
273
274 MTH void instantiate ()
275 {
276 if (!uuid.seq) // HACK
277 uuid = gen_uuid ();
278
279 attachable::instantiate ();
280 }
281
282 // recalculate all stats
283 MTH void update_stats ();
284 MTH void roll_stats ();
285 MTH void swap_stats (int a, int b);
286 MTH void add_statbonus ();
287 MTH void remove_statbonus ();
288 MTH void drain_stat ();
289 MTH void drain_specific_stat (int deplete_stats);
290 MTH void change_luck (int value);
291
292 // info must hold 256 * 3 bytes currently
293 const char *debug_desc (char *info) const;
294 MTH const char *debug_desc () const;
295 const char *flag_desc (char *desc, int len) const;
296
297 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
298 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
299 || type == CLOAK || type == BOOTS || type == GLOVES
300 || type == BRACERS || type == GIRDLE; }
301 MTH bool is_alive () const { return (type == PLAYER
302 || flag [FLAG_MONSTER]
303 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
304 && !flag [FLAG_IS_A_TEMPLATE]; }
305 MTH bool is_arrow () const { return type == ARROW
306 || (type == SPELL_EFFECT
307 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
308
309 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
310
311 // temporary: wether the object can be saved in a map file
312 // contr => is a player
313 // head => only save head of a multitile object
314 // owner => can not reference owner yet
315 MTH bool can_map_save () const { return !contr && !head && !owner; }
316
317 /* This return true if object has still randomitems which
318 * could be expanded.
115 */ 319 */
116 shstr name; /* The name of the object, obviously... */ 320 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
117 shstr name_pl; /* The plural name of the object */
118 shstr title; /* Of foo, etc */
119 shstr race; /* human, goblin, dragon, etc */
120 shstr slaying; /* Which race to do double damage to */
121 /* If this is an exit, this is the filename */
122 shstr skill; /* Name of the skill this object uses/grants */
123 shstr msg; /* If this is a book/sign/magic mouth/etc */
124 shstr lore; /* Obscure information about this object, */
125 /* To get put into books and the like. */
126 321
127 sint16 x,y; /* Position in the map for this object */ 322 // returns the player that has this object in his inventory, or 0
128 sint16 ox,oy; /* For debugging: Where it was last inserted */ 323 MTH object *in_player () const
129 float speed; /* The overall speed of this object */ 324 {
130 float speed_left; /* How much speed is left to spend this round */ 325 for (object *op = env; op; op = op->env)
131 uint32 nrof; /* How many of the objects */ 326 if (op->type == PLAYER)
132 New_Face *face; /* Face with colors */ 327 return op;
133 sint8 direction; /* Means the object is moving that way. */
134 sint8 facing; /* Object is oriented/facing that way. */
135 328
136 /* This next big block are basically used for monsters and equipment */ 329 return 0;
137 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 330 }
138 uint8 subtype; /* subtype of object */
139 uint16 client_type; /* Public type information. see doc/Developers/objects */
140 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
141 uint32 attacktype; /* Bitmask of attacks this object does */
142 uint32 path_attuned; /* Paths the object is attuned to */
143 uint32 path_repelled; /* Paths the object is repelled from */
144 uint32 path_denied; /* Paths the object is denied access to */
145 uint16 material; /* What materials this object consist of */
146 shstr materialname; /* specific material name */
147 sint8 magic; /* Any magical bonuses to this item */
148 uint8 state; /* How the object was last drawn (animation) */
149 sint32 value; /* How much money it is worth (or contains) */
150 sint16 level; /* Level of creature or object */
151 /* Note that the last_.. values are sometimes used for non obvious
152 * meanings by some objects, eg, sp penalty, permanent exp.
153 */
154 sint32 last_heal; /* Last healed. Depends on constitution */
155 sint32 last_sp; /* As last_heal, but for spell points */
156 sint16 last_grace; /* as last_sp, except for grace */
157 sint16 last_eat; /* How long since we last ate */
158 sint16 invisible; /* How much longer the object will be invis */
159 uint8 pick_up; /* See crossfire.doc */
160 sint8 item_power; /* power rating of the object */
161 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
162 sint32 weight; /* Attributes of the object */
163 sint32 weight_limit; /* Weight-limit of object */
164 sint32 carrying; /* How much weight this object contains */
165 sint8 glow_radius; /* indicates the glow radius of the object */
166 living stats; /* Str, Con, Dex, etc */
167 sint64 perm_exp; /* Permanent exp */
168 struct object *current_weapon; /* Pointer to the weapon currently used */
169 uint32 weapontype; /* type of weapon */
170 uint32 tooltype; /* type of tool or build facility */
171 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
172 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
173 /* See the doc/Developers/objects for more info about body locations */
174 331
175 /* Following mostly refers to fields only used for monsters */ 332 // "temporary" helper function
176 struct object *owner; /* Pointer to the object which controls this one */ 333 MTH object *head_ ()
177 /* Owner should not be referred to directly - */ 334 {
178 /* get_owner should be used instead. */ 335 return head ? head : this;
179 tag_t ownercount; /* What count the owner had (in case owner */ 336 }
180 /* has been freed) */
181 struct object *enemy; /* Monster/player to follow even if not closest */
182 struct object *attacked_by; /* This object start to attack us! only player & monster */
183 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
184 struct treasureliststruct *randomitems; /* Items to be generated */
185 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
186 struct object *chosen_skill; /* the skill chosen to use */
187 uint32 hide; /* The object is hidden, not invisible */
188 /* changes made by kholland@sunlab.cit.cornell.edu */
189 /* allows different movement patterns for attackers */
190 sint32 move_status; /* What stage in attack mode */
191 uint16 attack_movement;/* What kind of attack movement */
192 uint8 will_apply; /* See crossfire.doc */
193 struct object *spellitem; /* Spell ability monster is choosing to use */
194 double expmul; /* needed experience = (calc_exp*expmul) - means some */
195 /* races/classes can need less/more exp to gain levels */
196 337
197 /* Spell related information, may be useful elsewhere 338 // insert object at same map position as 'where'
198 * Note that other fields are used - these files are basically 339 // handles both inventory and map "positions"
199 * only used in spells. 340 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
200 */
201 sint16 duration; /* How long the spell lasts */
202 uint8 duration_modifier; /* how level modifies duration */
203 sint16 casting_time; /* time left before spell goes off */
204 struct object *spell; /* Spell that was being cast */
205 uint16 start_holding;
206 char *spellarg;
207 uint8 dam_modifier; /* How going up in level effects damage */
208 sint8 range; /* Range of the spell */
209 uint8 range_modifier; /* How going up in level effects range */
210 341
211 /* Following are values used by any object */ 342 MTH void activate (bool recursive = true);
212 struct archt *arch; /* Pointer to archetype */ 343 MTH void deactivate (bool recursive = true);
213 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
214 /* this objects turns into or what this object creates */
215 uint32 flags[4]; /* various flags */
216 uint16 animation_id; /* An index into the animation array */
217 uint8 anim_speed; /* ticks between animation-frames */
218 uint8 last_anim; /* last sequence used to draw face */
219 sint32 elevation; /* elevation of this terrain - not currently used */
220 uint8 smoothlevel; /* how to smooth this square around*/
221 344
222 MoveType move_type; /* Type of movement this object uses */ 345 void enter_exit (object *exit);//PERL
223 MoveType move_block; /* What movement types this blocks */ 346 MTH void enter_map (maptile *newmap, int x, int y);
224 MoveType move_allow; /* What movement types explicitly allowd */
225 MoveType move_on; /* Move types affected moving on to this space */
226 MoveType move_off; /* Move types affected moving off this space */
227 MoveType move_slow; /* Movement types this slows down */
228 float move_slow_penalty; /* How much this slows down the object */
229 347
230 shstr custom_name; /* Custom name assigned by player */ 348 // returns the mapspace this object is in
231 key_value *key_values; /* Fields not explictly known by the loader. */ 349 mapspace &ms () const;
350
351 // fully recursive iterator
352 struct iterator_base
353 {
354 object *item;
355
356 iterator_base (object *container)
357 : item (container)
358 {
359 }
360
361 operator object *() const { return item; }
362
363 object *operator ->() const { return item; }
364 object &operator * () const { return *item; }
365 };
366
367 // depth-first recursive iterator
368 struct depth_iterator : iterator_base
369 {
370 depth_iterator (object *container);
371 void next ();
372 object *operator ++( ) { next (); return item; }
373 object *operator ++(int) { object *i = item; next (); return i; }
374 };
375
376 object *begin ()
377 {
378 return this;
379 }
380
381 object *end ()
382 {
383 return this;
384 }
385
386protected:
387 friend struct archetype;
388
389 void link ();
390 void unlink ();
391
392 object ();
393 ~object ();
232}; 394};
233 395
234struct object : object_special, object_simple, zero_initialised { 396typedef struct oblnk
235 void clone (object *destination)
236 {
237 destination->attach = attach;
238
239 if (self || cb)
240 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
241 }
242};
243
244typedef struct oblnk { /* Used to link together several objects */ 397{ /* Used to link together several objects */
245 object *ob; 398 object_ptr ob;
246 struct oblnk *next; 399 struct oblnk *next;
247 tag_t id;
248} objectlink; 400} objectlink;
249 401
250typedef struct oblinkpt { /* Used to link together several object links */ 402typedef struct oblinkpt
403{ /* Used to link together several object links */
251 struct oblnk *link; 404 struct oblnk *link;
252 long value; /* Used as connected value in buttons/gates */ 405 long value; /* Used as connected value in buttons/gates */
253 struct oblinkpt *next; 406 struct oblinkpt *next;
254} oblinkpt; 407} oblinkpt;
255 408
256/* 409/*
257 * The archetype structure is a set of rules on how to generate and manipulate 410 * The archetype structure is a set of rules on how to generate and manipulate
260 * be much left in the archetype - all it really is is a holder for the 413 * be much left in the archetype - all it really is is a holder for the
261 * object and pointers. This structure should get removed, and just replaced 414 * object and pointers. This structure should get removed, and just replaced
262 * by the object structure 415 * by the object structure
263 */ 416 */
264 417
265typedef struct archt : zero_initialised 418INTERFACE_CLASS (archetype)
419struct archetype : zero_initialised, attachable
266{ 420{
421 archetype ();
422 ~archetype ();
423 void gather_callbacks (AV *&callbacks, event_type event) const;
424
425 static archetype *find (const char *arch);
426
427 void hash_add (); // add to hashtable
428 void hash_del (); // remove from hashtable
429
267 shstr name; /* More definite name, like "generate_kobold" */ 430 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
268 struct archt *next; /* Next archetype in a linked list */ 431 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
269 struct archt *head; /* The main part of a linked object */ 432 struct archetype *ACC (RW, head); /* The main part of a linked object */
270 struct archt *more; /* Next part of a linked object */ 433 struct archetype *ACC (RW, more); /* Next part of a linked object */
271 object clone; /* An object from which to do copy_object() */ 434 object ACC (RO, clone); /* An object from which to do ->copy_to () */
272 uint32 editable; /* editable flags (mainly for editor) */ 435 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
273 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 436 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
274 * in comparison to the head. 437 * in comparison to the head.
275 */ 438 */
276} archetype; 439};
277 440
278extern object *objects; 441extern object *objects;
279extern object *active_objects; 442extern object *active_objects;
280extern object *free_objects;
281extern object objarray[STARTMAX];
282 443
283extern int nrofallocobjects; 444extern int nrofallocobjects;
284extern int nroffreeobjects;
285 445
286/* This returns TRUE if the object is something that 446/* This returns TRUE if the object is something that
287 * should be displayed in the look window 447 * should be displayed in the look window
288 */ 448 */
289#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 449#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
290 450
291/* Used by update_object to know if the object being passed is 451/* Used by update_object to know if the object being passed is
292 * being added or removed. 452 * being added or removed.
293 */ 453 */
294#define UP_OBJ_INSERT 1 454#define UP_OBJ_INSERT 1
295#define UP_OBJ_REMOVE 2 455#define UP_OBJ_REMOVE 2
296#define UP_OBJ_CHANGE 3 456#define UP_OBJ_CHANGE 3
297#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 457#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
298 458
299/* These are flags passed to insert_ob_in_map and 459/* These are flags passed to insert_ob_in_map and
300 * insert_ob_in_ob. Note that all flags may not be meaningful 460 * insert_ob_in_ob. Note that all flags may not be meaningful
301 * for both functions. 461 * for both functions.
302 * Most are fairly explanatory: 462 * Most are fairly explanatory:
335#define ARCH_DETECT_MAGIC "detect_magic" 495#define ARCH_DETECT_MAGIC "detect_magic"
336#define ARCH_DEPLETION "depletion" 496#define ARCH_DEPLETION "depletion"
337#define ARCH_SYMPTOM "symptom" 497#define ARCH_SYMPTOM "symptom"
338 498
339#endif 499#endif
500

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